Virtual goods purchased by 12% of Americans

A new study released yesterday by Frank N. Magid Associates and PlaySpan shows that more than one in 10 Americans or roughly 12 percent have bought a virtual item at some point in the last 12 months. The virtual goods and currency market is estimated to reach $1.8 billion this year (US) and demographic research offers insights into who is buying what and where.
Virtual world usage is significant as nearly half of the respondents who report being active MMO participants are also virtual item consumers.
More info can be found in the article by Wagner James Au here.